What is the use case here? A cloud will not be exactly flat. CloudThickness of 0.5 should get close to one-high, and I think you know how to scale to position. How big do you want to make it? Are you sure you are not looking for a substitute? A substitute has the advantage of being a WorldGen, so it knows the exact ground height, or at least has a very good guess of it.
The final height, i.e., the number that is generated from the distribution with that mean and variance, is what is scaled to position, so the +/- is always scaled. That is why we added the height offset setting -- it is always absolute.
Oh -- the use case is simple: I want to get something visible at the scaleTo='Position' point, so I can see where it actually shows up. Hence, the idea of a flat disk, hence the idea of clouds. Not having used clouds yet, I don't really know much about them.
I was under the impression that Substitute did NOT have scaleTo, so I could not put in a minimum/maximum height of 64 scaleTo position.
As for the plus/minus: At the moment, it looks like the effect of the parameters on ground generation is that base height is a straight offset of 16 blocks per 1 unit, and height variation can adjust the "flat, base ground" by another (EDIT: Up To +/-) 16 blocks per one unit (NB: this is NOT accurate/exact, but close, and I need more testing to figure out a better approximation). At the same time, the height varies by about 5-8 blocks up from the base, and one block down from the base, even if variation is zero -- and the amount of this offset changes significantly as variation increases. (EDIT: Somewhere in the +/- 32-64 blocks per unit of variation range, and I'm not certain it's symmetrical.)
So if my goal is to have something in the "surface" zone, then if it cannot access the biome's variation, it cannot actually populate the hills nor descend into the valleys -- I'm looking at the extremes like extreme hills and one of the savannahs.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
The goal: Motherlodes of :15's with an outer shell of :11's. Veins of mostly :1's with segments of :6's, and the occasional :11 or :15 if we are lucky. (The :15's where the old giant motherlode would put the occasional veins).
The problem? No matter what I try, we're seeing the motherlodes as the :11's, and not the :15's with an outer edge of :11's. There was a motherlode of :1's as well.
What am I doing wrong here?
It looks like the order of generation is not guaranteed to be file order.
(Also, about 30 lines down, in the cold biome section: can you figure out a better way to do this than what I'm doing there? Too much repetition/copy/paste right now.)
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I generate a config file from CustomOreGen client side , copy the config file (txt format) to my /world folder in my bukkit server and ore generation seems not working with this settings.
What could be wrong ? Example I would like ONLY minecraft vanilla ore on a specific dimension , I have many others mods like Art Magica, Thaumcraft , I put mostly of the disable but during the generation I saw it
After trying to track down issues with ore generation from certain mods, I'm thinking the reason I could never get CustomOreGen to work properly has something to do with Underground Biome Constructs. I've noticed certain mods have no trouble generating their ores, but others seem wholly dependent on Vanilla stone to spawn(which UBC removes). Am I way off? Is CustomOreGen compatible with Underground Biomes Constructs?
For mystcraft, I have to tell UBC not to UBC-ify ores, or else mystcraft does not see any ores, no matter what (and makes all worlds with basically no instability).
Most, but not all COG ore deposits will be UBC'ified correctly.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Idea for mystcraft symbol compatibility moving forward.
Symbols such as "Ore Clusters", "Ore Veins", and "Ore Clouds", that take ore-block modifiers.
So, if I wrote "iron ore block, clouds", then it would generate one set of iron ore clouds.
Equally, I could write "iron ore block, veins, iron ore block, veins, iron ore block, clouds", and get 2.0 frequency veins, and 1.0 frequency clouds.
Default would be the COG defaults; writing custom settings for an ore block would remove the default for that ore.
Right now, oregen is strictly a "case" statement based off a single-valued string. There is a single value for frequency. To make this idea work, there would be a different frequency for each type of distribution -- so instead of generating only one iron distribution (cluster, or veins, or clouds), with a single frequency value, and a string saying which one to use, there would be three distributions, three frequency values (two would be "0.0" by default, so they would not generate), and no special casing string.
This idea could be generalized -- for example, the display group for saying "Veins is a valid distribution", or "Clouds is a valid distribution", would be responsible for saying "My mystcraft poem is X, Y, Z, Veins" or "X, Y, Z, Clouds". At that point, someone could add in a statement for declaring GiantVeins (assuming that they defined the appropriate definition for the GiantVeins for the ores). And, this might be ore specific -- there might be GiantVeins defined for iron and gold (which normally have the motherlode with veins layout), but not for diamonds or emeralds (which have variations on pipes) or forestry copper (because it might not have been written yet) -- so not all distribution types would take all ore types, based on whether or not that ore/distribution combo had been written.
Potential problems: How to specify which distributions correspond to a given ore/layout symbol combination. For example, iron has "IronVeins" and "IronVeinsCold" in the default; there are pairs for the pipes in diamonds and emeralds; etc. A given material/distribution pair would map to a list of distributions and a frequency multiplier.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I generate a config file from CustomOreGen client side , copy the config file (txt format) to my /world folder in my bukkit server and ore generation seems not working with this settings.
What could be wrong ? Example I would like ONLY minecraft vanilla ore on a specific dimension
It should generate in the overworld. If you are trying to enable for a specific dimension (one that does not use RandomLevelSource), then you need to add an options file to that dimension directory, and the file should contain "COGActive=true".
For mystcraft, I have to tell UBC not to UBC-ify ores, or else mystcraft does not see any ores, no matter what (and makes all worlds with basically no instability).
Most, but not all COG ore deposits will be UBC'ified correctly.
What about Biomes O Plenty? I notice a lot of veins are supposed to spawn more frequently in certain biomes, wanted to make sure that's also true of BOP biomes.
What about Biomes O Plenty? I notice a lot of veins are supposed to spawn more frequently in certain biomes, wanted to make sure that's also true of BOP biomes.
We use the Forge biome dictionary, so all biome mods are implicitly supported.
We use the Forge biome dictionary, so all biome mods are implicitly supported.
Okay, I gave the mod another try and haven't done much exploring... but this is the first time I've ever even seen apatite ore. If silicon and aluminum show up, I'm a happy camper. I don't suppose there's a way to integrate COG into an existing world, is there?
I'm finding a lot of iron deposits. I've found lapis, diamond, even a bunch of endumium... but strangely I haven't seen any coal yet. Is that normal? I also keep finding these veins of vanilla stone amidst the UBC stone. I don't mind since a handful of recipes will only take vanilla stone, but it seems odd.
Awesome mod. I'm trying to get things configured as I want them, but I'm not sure how to do something.
I'm trying to adapt the Huge Veins preset to my own preferences-- I've made the motherlodes somewhat smaller (still larger than Layered Veins.) I'd like to also make the veins leading up to the motherlode somewhat thicker-- not too thick, but bigger than they are. instead of going with the slender, single-block branches. I'm just not sure which configuration setting I need to change in order to do this. I can see the branchType=Bezier, but I don't know how you edit Bezier.
(EDIT: Ahaha, I found it! It's the OreRadiusMult option. Leaving this up for future people who might wonder the same thing.)
Right now I'm working with this setup. The frequency of deposits has been GREATLY elevated for the purpose of faster testing (so I can find an ore vein without digging for half an hour.)
Okay, I gave the mod another try and haven't done much exploring... but this is the first time I've ever even seen apatite ore. If silicon and aluminum show up, I'm a happy camper. I don't suppose there's a way to integrate COG into an existing world, is there?
Do you mean to make all the exisiting ore be replaced with COG ore?
1. Set the "vanillaOreGen" value to true.
2. Use the "/cogRepopulate n" command to repopulate a radius N around you.
Warning: This will consume memory like no tomorrow. This is the only case I have found so far in minecraft where the default (throughput) collector seriously outperforms the CMS collector. Do not use +incGC or any other flag. Just toss as much memory at minecraft as you can afford.
I think I was able to do R=50 with 3 gig assigned, but that's long ago from memory.
I'm finding a lot of iron deposits. I've found lapis, diamond, even a bunch of endumium... but strangely I haven't seen any coal yet. Is that normal? I also keep finding these veins of vanilla stone amidst the UBC stone. I don't mind since a handful of recipes will only take vanilla stone, but it seems odd.
Coal is very under-deposited by default in COG.
With that said, it's found in fairly short, sparsely populated, wide tubes, near sea level. When you do find it, don't mine the ore, mine out the stone to learn where the ore is running.
Or, use charcoal.
Quote from Paksarra»I'd like to also make the veins leading up to the motherlode somewhat thicker-- not too thick, but bigger than they are. instead of going with the slender, single-block branches.
To understand this: if a segment is running right between two blocks, and has a radius of 0.45, it can miss both blocks. So a radius of 0.025 is very tiny.
And, COG lays out in 3d space. So your radius has to be around 1.75 to guarantee being found. But that will make a "flatter" layout hit several blocks.
COG only populates a block if the vein catches the zero-size point in the very center of the block. There is no "epsilon".
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Thank you! This worked perfectly; my veins look exactly how I wanted them to look. But I'm now having another problem.
I'm trying to code Metallurgy fantasy metals so they show up VERY rarely and in much smaller than average amounts in most biomes, but are rather common in MAGICAL and Twilight Forest biomes. (I'm not using dimension-specific settings just in case we throw in Mystcraft.)
I've set up several large quarries in a Cherry Blossom Grove biome, which is magical according to the NEI biome dump. I'm seeing tons of the forest-favored metals (because the CBG is a forest,) so that part of the coding is working, but not a single fantasy metal. I also briefly poked around the Twilight Forest and didn't see any.
Each metal is configured in about the same way-- I plan to adjust depth scaling and fine tune rarity once I get them to appear reliably. Note that I've also changed the "huge veins" preset quite a lot.
I fixed the previous problem and am having different issues now!
I FINALLY found some fantasy metal in my biome, so I figure I just had the frequency turned down way too far. I backed up my settings, edited some stuff, and loaded the game back up. Suddenly, I have what looks like a vanilla-style ore distribution even for non-Metallurgy metals, despite having not changed any of my settings. Restore the backed up settings, and the ore spawns in nice veins again.
https://www.diffchecker.com/03lb9y3u is the difference between the two files. I have no idea what I did to break things; nothing in here seems to have been something that would have done it.
For the love of.... it's because I put .8 instead of 0.8 when turning down the amount of manganese.
Feature request: Veins that can follow a biomeset.
Intended usage: Placing "early game" ore veins of "limonite" (essentially, think "iron gravel", but requiring two smelts, and giving one nugget per block), in veins found in beach, swamp, and river biomes, in sand/gravel/clay/mud (if present) blocks (dirt is being debated).
To clarify the intended use: In a setup where the starting dimension has cloud distributions, since iron is in very rare supply, there would be realistic "easy access" iron. Limonite (http://en.wikipedia.org/wiki/Limonite, aka "bog iron"), is basically low quality/density iron found in very wet conditions, near the surface.
Things I'm looking at right now:
1. "Sparse" veins, turned up quite a bit more dense, that generate in these biomes, and replace these blocks.
-- Problem: They don't stay in those biomes. As they wander off, they will go into dry areas, and still replace (this is why I don't want to include dirt).
2. Small motherlode, with 2-3 branches/veins, ideally going off in different directions.
-- Same issue. They can start in the target biomes, but will wander off anywhere.
===
How do I test for a mud block, regardless of which mod places it? I don't know what all mods provide mud, I know that BoP is one, and there's probably others.
How can I (or, "can I"?) test for a shovel block? Shovel blocks, excluding dirt, grass, mycelium, is the goal here.
How can I ensure that a biome is only added to a biomeset once -- if, for example, I look for biome type river, swamp, or beach, how do I make sure that no biomes accidentally get double counted and double frequency?
(Entirely separate: figuring out what makes a "meadow" type in minecraft and how to place this, as Wiki says it's also found there, and that's grasslands/plains, which is dirt/grass, and those are the blocks I want to skip in the beach/swamp zones.)
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Feature request: Veins that can follow a biomeset.
Intended usage: Placing "early game" ore veins of "limonite" (essentially, think "iron gravel", but requiring two smelts, and giving one nugget per block), in veins found in beach, swamp, and river biomes, in sand/gravel/clay/mud (if present) blocks (dirt is being debated).
I would suggest not using veins for limonite. It forms through sedimentary processes and thus is going to be more cloud-like than veins that would form through e.g. hydrothermal action. You can look at Geologica, which adds limonite to jungles and swamps, and also adds beach/river placer deposits of iron sands. Moreover, having veins stop abruptly at biome boundaries is generally undesirable.
How do I test for a mud block, regardless of which mod places it? I don't know what all mods provide mud, I know that BoP is one, and there's probably others.
Convince mods to use the ore dictionary for this, if they are not already.
How can I (or, "can I"?) test for a shovel block? Shovel blocks, excluding dirt, grass, mycelium, is the goal here.
You can't, but I'm not sure it's really necessary.
How can I ensure that a biome is only added to a biomeset once -- if, for example, I look for biome type river, swamp, or beach, how do I make sure that no biomes accidentally get double counted and double frequency?
It's not that easy to do. You basically need to create a mathematical formula of weights that would sum correctly. But in this case, river, swamp and beach should almost always be mutually exclusive. In the rare cases where that is not true, why not have double the frequency?
(Entirely separate: figuring out what makes a "meadow" type in minecraft and how to place this, as Wiki says it's also found there, and that's grasslands/plains, which is dirt/grass, and those are the blocks I want to skip in the beach/swamp zones.)
I'm pretty sure it's referring to bogs in meadows...
I would suggest not using veins for limonite. It forms through sedimentary processes and thus is going to be more cloud-like than veins that would form through e.g. hydrothermal action. You can look at Geologica, which adds limonite to jungles and swamps, and also adds beach/river placer deposits of iron sands. Moreover, having veins stop abruptly at biome boundaries is generally undesirable.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
<maxHeight>:= if (dimension.generator.class = "ChunkProviderTwilightForest", 29.6, 255)
The first is from checking for ages in a generic config.
The second is from a substitute (predateting the "vanillaOreGen" setting) to remove ores from the ground.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Thanks, how do you find out the ChunkProvider names though if you don't know them?
This issue has been raised multiple times. COG could provide e.g. a console command for it, but it just seems like it is the domain of a different mod.
Oh -- the use case is simple: I want to get something visible at the scaleTo='Position' point, so I can see where it actually shows up. Hence, the idea of a flat disk, hence the idea of clouds. Not having used clouds yet, I don't really know much about them.
I was under the impression that Substitute did NOT have scaleTo, so I could not put in a minimum/maximum height of 64 scaleTo position.
As for the plus/minus: At the moment, it looks like the effect of the parameters on ground generation is that base height is a straight offset of 16 blocks per 1 unit, and height variation can adjust the "flat, base ground" by another (EDIT: Up To +/-) 16 blocks per one unit (NB: this is NOT accurate/exact, but close, and I need more testing to figure out a better approximation). At the same time, the height varies by about 5-8 blocks up from the base, and one block down from the base, even if variation is zero -- and the amount of this offset changes significantly as variation increases. (EDIT: Somewhere in the +/- 32-64 blocks per unit of variation range, and I'm not certain it's symmetrical.)
So if my goal is to have something in the "surface" zone, then if it cannot access the biome's variation, it cannot actually populate the hills nor descend into the valleys -- I'm looking at the extremes like extreme hills and one of the savannahs.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
The goal: Using the giant veins, to make meta-data specific drops.
So I'm making 4 passes, putting down different meta data versions of an ore each time.
https://gist.github.com/keybounce/5e037df5b5c9209885d5
Look around line 430, the iron veins.
The goal: Motherlodes of :15's with an outer shell of :11's. Veins of mostly :1's with segments of :6's, and the occasional :11 or :15 if we are lucky. (The :15's where the old giant motherlode would put the occasional veins).
The problem? No matter what I try, we're seeing the motherlodes as the :11's, and not the :15's with an outer edge of :11's. There was a motherlode of :1's as well.
What am I doing wrong here?
It looks like the order of generation is not guaranteed to be file order.
(Also, about 30 lines down, in the cold biome section: can you figure out a better way to do this than what I'm doing there? Too much repetition/copy/paste right now.)
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I generate a config file from CustomOreGen client side , copy the config file (txt format) to my /world folder in my bukkit server and ore generation seems not working with this settings.
What could be wrong ? Example I would like ONLY minecraft vanilla ore on a specific dimension , I have many others mods like Art Magica, Thaumcraft , I put mostly of the disable but during the generation I saw it
There is my text config file
Thanks for your help
For mystcraft, I have to tell UBC not to UBC-ify ores, or else mystcraft does not see any ores, no matter what (and makes all worlds with basically no instability).
Most, but not all COG ore deposits will be UBC'ified correctly.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Symbols such as "Ore Clusters", "Ore Veins", and "Ore Clouds", that take ore-block modifiers.
So, if I wrote "iron ore block, clouds", then it would generate one set of iron ore clouds.
Equally, I could write "iron ore block, veins, iron ore block, veins, iron ore block, clouds", and get 2.0 frequency veins, and 1.0 frequency clouds.
Default would be the COG defaults; writing custom settings for an ore block would remove the default for that ore.
Right now, oregen is strictly a "case" statement based off a single-valued string. There is a single value for frequency. To make this idea work, there would be a different frequency for each type of distribution -- so instead of generating only one iron distribution (cluster, or veins, or clouds), with a single frequency value, and a string saying which one to use, there would be three distributions, three frequency values (two would be "0.0" by default, so they would not generate), and no special casing string.
This idea could be generalized -- for example, the display group for saying "Veins is a valid distribution", or "Clouds is a valid distribution", would be responsible for saying "My mystcraft poem is X, Y, Z, Veins" or "X, Y, Z, Clouds". At that point, someone could add in a statement for declaring GiantVeins (assuming that they defined the appropriate definition for the GiantVeins for the ores). And, this might be ore specific -- there might be GiantVeins defined for iron and gold (which normally have the motherlode with veins layout), but not for diamonds or emeralds (which have variations on pipes) or forestry copper (because it might not have been written yet) -- so not all distribution types would take all ore types, based on whether or not that ore/distribution combo had been written.
Potential problems: How to specify which distributions correspond to a given ore/layout symbol combination. For example, iron has "IronVeins" and "IronVeinsCold" in the default; there are pairs for the pipes in diamonds and emeralds; etc. A given material/distribution pair would map to a list of distributions and a frequency multiplier.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Are you meaning to use the same seed for all of them? Looks like no seed is specified...
It should generate in the overworld. If you are trying to enable for a specific dimension (one that does not use RandomLevelSource), then you need to add an options file to that dimension directory, and the file should contain "COGActive=true".
What about Biomes O Plenty? I notice a lot of veins are supposed to spawn more frequently in certain biomes, wanted to make sure that's also true of BOP biomes.
We use the Forge biome dictionary, so all biome mods are implicitly supported.
Okay, I gave the mod another try and haven't done much exploring... but this is the first time I've ever even seen apatite ore. If silicon and aluminum show up, I'm a happy camper. I don't suppose there's a way to integrate COG into an existing world, is there?
I'm trying to adapt the Huge Veins preset to my own preferences-- I've made the motherlodes somewhat smaller (still larger than Layered Veins.) I'd like to also make the veins leading up to the motherlode somewhat thicker-- not too thick, but bigger than they are. instead of going with the slender, single-block branches. I'm just not sure which configuration setting I need to change in order to do this. I can see the branchType=Bezier, but I don't know how you edit Bezier.
(EDIT: Ahaha, I found it! It's the OreRadiusMult option. Leaving this up for future people who might wonder the same thing.)
Right now I'm working with this setup. The frequency of deposits has been GREATLY elevated for the purpose of faster testing (so I can find an ore vein without digging for half an hour.)
[quote]lt;VeinsPreset name='PresetHugeVeins' branchType='Bezier'>
<Description>
[description omitted to save space] Credit: based on feedback by dyrewulf from the MC forums.
</Description>
<Setting name='MotherlodeFrequency' avg=':= 0.02 * oreFreq'/>
<Setting name='MotherlodeSize' avg=':= 6 * oreSize' range=':= 5 * oreSize' type='normal'/>
<Setting name='MotherlodeHeight' avg=':= 45/64 * dimension.groundLevel' range=':= 9/64 * dimension.groundLevel' type='normal'/>
<Setting name='MotherlodeRangeLimit' avg='32' range='32' type='normal'/>
<Setting name='BranchFrequency' avg='8' range='4'/>
<Setting name='BranchInclination' avg='0.7' range='0.85'/>
<Setting name='BranchLength' avg=':= 500 * oreSize' range=':= 400 * oreSize' type='normal'/>
<Setting name='BranchHeightLimit' avg='20'/>
<Setting name='SegmentForkFrequency' avg='0.02'/>
<Setting name='SegmentForkLengthMult' avg='0.5' range='0.25'/>
<Setting name='SegmentLength' avg=':= 30 * oreSize' range=':= 6 * oreSize' />
<Setting name='SegmentAngle' avg='0.30' range='0.30'/>
<Setting name='SegmentRadius' avg=':= 0.025 * oreSize' range=':= 0.2 * oreSize'/>
<Setting name='OreDensity' avg='1' range='0'/>
<Setting name='OreRadiusMult' avg='1' range='0.25'/>
<ReplacesOre block='stone'/>
<Replaces block='minecraft:grass'/>
<Replaces block='minecraft:dirt'/>
<Replaces block='minecraft:sand'/>
<Replaces block='minecraft:gravel'/>
<Replaces block='minecraft:sandstone'/>
<Biome name='.*'/>
</VeinsPreset>
But they inherit, so they share the same seed, right?
Sigh. Well, at least fresh eyes saw the problem. Yea, they are inheriting from the preset, not from the prior run.
Do you mean to make all the exisiting ore be replaced with COG ore?
1. Set the "vanillaOreGen" value to true.
2. Use the "/cogRepopulate n" command to repopulate a radius N around you.
Warning: This will consume memory like no tomorrow. This is the only case I have found so far in minecraft where the default (throughput) collector seriously outperforms the CMS collector. Do not use +incGC or any other flag. Just toss as much memory at minecraft as you can afford.
I think I was able to do R=50 with 3 gig assigned, but that's long ago from memory.
Coal is very under-deposited by default in COG.
With that said, it's found in fairly short, sparsely populated, wide tubes, near sea level. When you do find it, don't mine the ore, mine out the stone to learn where the ore is running.
Or, use charcoal.
May I suggest changing segment radius?
To understand this: if a segment is running right between two blocks, and has a radius of 0.45, it can miss both blocks. So a radius of 0.025 is very tiny.
And, COG lays out in 3d space. So your radius has to be around 1.75 to guarantee being found. But that will make a "flatter" layout hit several blocks.
COG only populates a block if the vein catches the zero-size point in the very center of the block. There is no "epsilon".
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Thank you! This worked perfectly; my veins look exactly how I wanted them to look. But I'm now having another problem.
I'm trying to code Metallurgy fantasy metals so they show up VERY rarely and in much smaller than average amounts in most biomes, but are rather common in MAGICAL and Twilight Forest biomes. (I'm not using dimension-specific settings just in case we throw in Mystcraft.)
I've set up several large quarries in a Cherry Blossom Grove biome, which is magical according to the NEI biome dump. I'm seeing tons of the forest-favored metals (because the CBG is a forest,) so that part of the coding is working, but not a single fantasy metal. I also briefly poked around the Twilight Forest and didn't see any.
Each metal is configured in about the same way-- I plan to adjust depth scaling and fine tune rarity once I get them to appear reliably. Note that I've also changed the "huge veins" preset quite a lot.
I fixed the previous problem and
am having different issues now!I FINALLY found some fantasy metal in my biome, so I figure I just had the frequency turned down way too far. I backed up my settings, edited some stuff, and loaded the game back up. Suddenly, I have what looks like a vanilla-style ore distribution even for non-Metallurgy metals, despite having not changed any of my settings. Restore the backed up settings, and the ore spawns in nice veins again.https://www.diffchecker.com/03lb9y3u is the difference between the two files. I have no idea what I did to break things; nothing in here seems to have been something that would have done it.For the love of.... it's because I put .8 instead of 0.8 when turning down the amount of manganese.
Intended usage: Placing "early game" ore veins of "limonite" (essentially, think "iron gravel", but requiring two smelts, and giving one nugget per block), in veins found in beach, swamp, and river biomes, in sand/gravel/clay/mud (if present) blocks (dirt is being debated).
To clarify the intended use: In a setup where the starting dimension has cloud distributions, since iron is in very rare supply, there would be realistic "easy access" iron. Limonite (http://en.wikipedia.org/wiki/Limonite, aka "bog iron"), is basically low quality/density iron found in very wet conditions, near the surface.
Things I'm looking at right now:
1. "Sparse" veins, turned up quite a bit more dense, that generate in these biomes, and replace these blocks.
-- Problem: They don't stay in those biomes. As they wander off, they will go into dry areas, and still replace (this is why I don't want to include dirt).
2. Small motherlode, with 2-3 branches/veins, ideally going off in different directions.
-- Same issue. They can start in the target biomes, but will wander off anywhere.
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How do I test for a mud block, regardless of which mod places it? I don't know what all mods provide mud, I know that BoP is one, and there's probably others.
How can I (or, "can I"?) test for a shovel block? Shovel blocks, excluding dirt, grass, mycelium, is the goal here.
How can I ensure that a biome is only added to a biomeset once -- if, for example, I look for biome type river, swamp, or beach, how do I make sure that no biomes accidentally get double counted and double frequency?
(Entirely separate: figuring out what makes a "meadow" type in minecraft and how to place this, as Wiki says it's also found there, and that's grasslands/plains, which is dirt/grass, and those are the blocks I want to skip in the beach/swamp zones.)
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I would suggest not using veins for limonite. It forms through sedimentary processes and thus is going to be more cloud-like than veins that would form through e.g. hydrothermal action. You can look at Geologica, which adds limonite to jungles and swamps, and also adds beach/river placer deposits of iron sands. Moreover, having veins stop abruptly at biome boundaries is generally undesirable.
Convince mods to use the ore dictionary for this, if they are not already.
You can't, but I'm not sure it's really necessary.
It's not that easy to do. You basically need to create a mathematical formula of weights that would sum correctly. But in this case, river, swamp and beach should almost always be mutually exclusive. In the rare cases where that is not true, why not have double the frequency?
I'm pretty sure it's referring to bogs in meadows...
Well, I searched for "Geologica", and found this:
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1293751-per-fabrica-ad-astra-geologica
Looks like an interesting mod. Hmm, I think I've heard that author's name before ...
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
ChunkProviderMyst
ChunkProviderHell
ChunkProviderTwilightForest
(I should probably double check those)
OK, searching some config files:
The first is from checking for ages in a generic config.
The second is from a substitute (predateting the "vanillaOreGen" setting) to remove ores from the ground.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
This issue has been raised multiple times. COG could provide e.g. a console command for it, but it just seems like it is the domain of a different mod.
This no longer works, sorry.
Galacticraft is open source.. I can tell you that Mars is ChunkProviderMars, asteroids are ChunkProviderAsteroids.
I will try to get to this one.